newt's Forum Posts

  • Basically you need a simple switch here. If you go with a counter an easy way to do it is use even or odd, and two corresponding sub-events.

    To start out your counter should be zero... an even number.

    So before you create your first row/ column you need an event that checks the counter.

    if global variable 'x_counter' %(modulo) 2=0
    -create sprite at array x,y+tilewidth
    -add 1 to tilecount
    
    if global variable 'x_counter' %(modulo) 2>0
    -create sprite at array x,y+tilewidth+ offset
    -add 1 to tilecount
    
    if tilecount > x(the known number of tiles across)
    - set tilecount to 0
    - add 1 to global variable 'x_counter'[/code:30tj4v0k]
    
    Course you'll probably have to add an extra event for the difference in columns, and rows offset.
  • I noticed Davo got the vector object in. Has anybody experimented with it yet?

    If so care to share a little about its use?

  • Sounds like your getting some issues with the files starting in minimized mode.

    There should be a icon with 2 squares at the top right under the main close x, and next to the project close x, or the maximize button as you might know it.

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  • Yes the idea is to have all the tiles already created, so all you would need to do is change the frame using your array IE:

    if data at x, y is greater than one set frame of sprite at x,y to frame 2.

  • Unless you've changed it the mask should be the same as the image.

  • [quote:3jo1kln0]I'm now near solving the problem that my map would need to be looking diamond-shaped while the map from your example, Citnarf, was a angular. box shape. You get it

    That's a whole other box of worms since every other row/column is offset by a tile size.

    If it makes things easier you can make a grid manually in the editor, and then load all your images into one sprite, then simply change the frames at runtime.

    Thing is your still going to have to figure a way to get the offset, as well as pick that particular instance.

    One thing I'll suggest is pick your tile sizes now, and make sure they work for both height and width... and divisible into the map. 48 x 23 doesn't work too well.

  • 128 x 128 x 41= 671744 pixels with per pixel, so as you can imagine that's a lot to keep track of.

    You can either lower the size of the sprite, lower the number of objects, or use different collision detection such as bounding box, and point.

    Even with hardware acceleration there is a limit based on... hardware.

    This is one of the trade offs you get with 2d.

  • If your really interested in random generated terrain, then I'd suggest you take a look at the Perlin Noise plug.

    http://www.scirra.com/forum/viewtopic.php?f=2&t=4836&hilit=Perlin+Noise+plugin+Arsonide

    Not sure if the RTS behavior would work for an isometric grid movement tho.

  • Ok try making your animation changes into single events.

    Remember sub-events take place only after the event's condition before it are met.

  • Um you don't need all those else's, and:

    [quote:l5pgdsxn]This is done before in an "Always" event

    Might be causing some issues as well.

  • You can get away with adding another subevent that will set 'CratePush' back to zero.

  • Yeah I would guess there is some optimization you could do tho.

    Like loading all modules at the start of layout, use events for movement, etc.

    So basically, don't write a bullet hell with python....

  • So to do something like this without Python, or with out loading a script, couldn't you make an internal array with array access?

    + System: For "points" from 1 to 9

    + System: mrgreen.Value('exp') Equal to LoopIndex("points")

    -> mrgreen: Set 'current' to (1,2,3,4,5,6,7,8,9)@LoopIndex("points")

    Haven't checked if it can take a string....

  • [quote:305648se]- Python 3

    Have no idea if the newest version of python will work with Construct, but it'd be a great feature to update.

    Pythons not too great at backwards compatibility, and there are a lot... lot, lot, of modules for the 2.+'s. In fact there are quite a few made for 2.4 that wont work on our 2.6.